Play
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Play is the precondition of civic action taking. This chapter explores what it means when people play and how the creation of trusted, accessible, and inclusive play spaces is central to civic design. Distinct from gamification, civic design looks for games to structure play, creating less, not more, efficiencies in systems. With an extended case study of a project involving the popular augmented reality game Pokémon Go, which invited Boston youth into questioning and changing the game’s data, the chapter explores how play can inform and shape civic life.
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2011 ◽
pp. 99-108
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2017 ◽
Vol 12
(4)
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pp. 27-35
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2021 ◽
Vol 9
(Spl-1- GCSGD_2020)
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pp. S182-S186
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2019 ◽
Vol 3
(2)
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pp. 54-67